PointIsNearer
0x0079e410 · 148 bytes · __cdecl
_Z13PointIsNearerP14IPhysicsObjectRK6VectorS3_
Decompiled
undefined (3 params)
/* PointIsNearer(IPhysicsObject*, Vector const&, Vector const&) */
bool PointIsNearer(IPhysicsObject *param_1,Vector *param_2,Vector *param_3)
{
float local_18;
float local_14;
float local_10;
(**(code **)(*(int *)param_1 + 0xc4))(param_1,&local_18,0);
return (local_10 - *(float *)(param_2 + 8)) * (local_10 - *(float *)(param_2 + 8)) +
(local_18 - *(float *)param_2) * (local_18 - *(float *)param_2) +
(local_14 - *(float *)(param_2 + 4)) * (local_14 - *(float *)(param_2 + 4)) <
(local_14 - *(float *)(param_3 + 4)) * (local_14 - *(float *)(param_3 + 4)) +
(local_18 - *(float *)param_3) * (local_18 - *(float *)param_3) +
(local_10 - *(float *)(param_3 + 8)) * (local_10 - *(float *)(param_3 + 8));
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)
Just a Signatures{} block, ready to drop into a gamedata
file. Wire it up in your plugin however you like - SDKCall, DHooks,
raw memory ops, or anything else.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.